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醫療保健遊戲化市場-全球產業規模、佔有率、趨勢、機會和預測(按遊戲類型、應用程式、最終用戶、地區和競爭格局分類,2020-2030 年預測)

Healthcare Gamification Market - Global Industry Size, Share, Trends, Opportunity, and Forecast Segmented By Game Type, By Application, By End-User, By Region, and By Competition, 2020-2030F

出版日期: | 出版商: TechSci Research | 英文 186 Pages | 商品交期: 2-3個工作天內

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簡介目錄

2024年全球醫療保健遊戲化市場規模為123.9億美元,預計2030年將以14.38%的複合年成長率成長至277.4億美元。醫療保健遊戲化是指將遊戲設計元素、機制和原則融入非遊戲化的健康相關活動中,以增強患者參與度、鼓勵積極的健康行為並改善臨床療效。推動這一市場成長的關鍵因素包括慢性病盛行率的上升、智慧型手機和穿戴式裝置的廣泛普及,以及對患者參與度和治療依從性的日益重視。

市場概覽
預測期 2026-2030
2024年市場規模 123.9億美元
2030年市場規模 277.4億美元
2025-2030年複合年成長率 14.38%
成長最快的細分市場 企業級
最大的市場 北美洲

主要市場促進因素

主要市場挑戰

主要市場趨勢

目錄

第1章:產品概述

第2章:研究方法

第3章:執行概要

第4章:顧客之聲

第5章:全球醫療保健遊戲化市場展望

  • 市場規模及預測
    • 按價值
  • 市佔率及預測
    • 依遊戲類型(休閒遊戲、嚴肅遊戲、健身遊戲)
    • 按應用領域(預防、治療、教育、其他)
    • 依最終用戶分類(企業級、消費者級)
    • 按地區
    • 按公司(2024 年)
  • 市場地圖

第6章:北美醫療保健遊戲化市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 北美洲:國家分析
    • 美國
    • 加拿大
    • 墨西哥

第7章:歐洲醫療保健遊戲化市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 歐洲:國家分析
    • 德國
    • 法國
    • 英國
    • 義大利
    • 西班牙

第8章:亞太地區醫療保健遊戲化市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 亞太地區:國家分析
    • 中國
    • 印度
    • 日本
    • 韓國
    • 澳洲

第9章:中東和非洲醫療保健遊戲化市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 中東和非洲:國家分析
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 南非

第10章:南美醫療保健遊戲化市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 南美洲:國家分析
    • 巴西
    • 哥倫比亞
    • 阿根廷

第11章:市場動態

  • 促進要素
  • 挑戰

第12章:市場趨勢與發展

  • 併購(如有)
  • 產品發布(如有)
  • 最新進展

第13章:全球醫療保健遊戲化市場:SWOT分析

第14章:波特五力分析

  • 產業競爭
  • 新進入者的潛力
  • 供應商議價能力
  • 顧客的力量
  • 替代產品的威脅

第15章:競爭格局

  • Akili, Inc.
  • Evolv Rehabilitation Technologies SL
  • BrainLab AG
  • CogniFit Inc.
  • Fitbit International Limited
  • Google LLC
  • Ayogo Health Inc.
  • Microsoft Corporation

第16章:策略建議

第17章調查會社について,免責事項

簡介目錄
Product Code: 7394

The Global Healthcare Gamification Market, valued at USD 12.39 Billion in 2024, is projected to experience a CAGR of 14.38% to reach USD 27.74 Billion by 2030. Healthcare gamification involves integrating game design elements, mechanics, and principles into non-gaming health-related activities to enhance patient engagement, encourage positive health behaviors, and improve clinical outcomes. Key market drivers supporting this growth include the increasing prevalence of chronic diseases, the widespread adoption of smartphones and wearable devices, and the growing emphasis on patient engagement and adherence to treatment

Market Overview
Forecast Period2026-2030
Market Size 2024USD 12.39 Billion
Market Size 2030USD 27.74 Billion
CAGR 2025-203014.38%
Fastest Growing SegmentEnterprise Based
Largest MarketNorth America

Key Market Drivers

The widespread adoption of smartphones and wearable health devices fundamentally drives the global healthcare gamification market. These pervasive personal technologies serve as essential platforms for delivering gamified health interventions, making them readily accessible to a broad population. As individuals increasingly integrate these devices into their daily routines for communication, information access, and personal tracking, the incorporation of health-related games and challenges becomes a natural extension.

Key Market Challenges

The significant challenge impeding the growth of the Global Healthcare Gamification Market is the difficulty in sustaining long-term user engagement and demonstrating robust evidence for the sustained efficacy of gamified interventions over extended periods. While initial adoption may be promising, the sustained adherence and continued use of these solutions are critical for achieving meaningful and lasting health outcomes. Without consistent engagement, the potential benefits of behavior modification and improved clinical results diminish, limiting the overall impact and value proposition of healthcare gamification.

Key Market Trends

The integration of Artificial Intelligence for personalized health journeys marks a significant evolution in healthcare gamification, moving to highly tailored experiences. AI algorithms analyze individual patient data to customize gamified interventions, challenges, and feedback, enhancing relevance and effectiveness. According to a November 2024 survey by the American Medical Association, 66% of physicians reported utilizing AI in their practices during 2024, a substantial increase from 38% in 2023, underscoring growing trust in AI capabilities. This personalization enables gamified solutions to adapt dynamically to patient progress. For example, Simple Life, an AI health coaching app, revealed in October 2025 that its AI coach delivered 19 million coaching messages in January 2025 alone, supporting personalized, scalable weight loss plans. This advanced tailoring fosters sustained behavioral change more effectively than generic approaches.

Key Market Players

  • Akili, Inc.
  • Evolv Rehabilitation Technologies S.L.
  • BrainLab AG
  • CogniFit Inc.
  • Fitbit International Limited
  • Google LLC
  • Ayogo Health Inc.
  • Microsoft Corporation

Report Scope:

In this report, the Global Healthcare Gamification Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

Healthcare Gamification Market, By Game Type:

  • Casual Games
  • Serious Game
  • Exercise Games

Healthcare Gamification Market, By Application:

  • Prevention
  • Therapeutic
  • Education
  • Others

Healthcare Gamification Market, By End-User:

  • Enterprise based
  • Consumer based

Healthcare Gamification Market, By Region:

  • North America
    • United States
    • Canada
    • Mexico
  • Europe
    • France
    • United Kingdom
    • Italy
    • Germany
    • Spain
  • Asia Pacific
    • China
    • India
    • Japan
    • Australia
    • South Korea
  • South America
    • Brazil
    • Argentina
    • Colombia
  • Middle East & Africa
    • South Africa
    • Saudi Arabia
    • UAE

Competitive Landscape

Company Profiles: Detailed analysis of the major companies presents in the Global Healthcare Gamification Market.

Available Customizations:

Global Healthcare Gamification Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1. Product Overview

  • 1.1. Market Definition
  • 1.2. Scope of the Market
    • 1.2.1. Markets Covered
    • 1.2.2. Years Considered for Study
    • 1.2.3. Key Market Segmentations

2. Research Methodology

  • 2.1. Objective of the Study
  • 2.2. Baseline Methodology
  • 2.3. Key Industry Partners
  • 2.4. Major Association and Secondary Sources
  • 2.5. Forecasting Methodology
  • 2.6. Data Triangulation & Validation
  • 2.7. Assumptions and Limitations

3. Executive Summary

  • 3.1. Overview of the Market
  • 3.2. Overview of Key Market Segmentations
  • 3.3. Overview of Key Market Players
  • 3.4. Overview of Key Regions/Countries
  • 3.5. Overview of Market Drivers, Challenges, Trends

4. Voice of Customer

5. Global Healthcare Gamification Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By Game Type (Casual Games, Serious Game, Exercise Games)
    • 5.2.2. By Application (Prevention, Therapeutic, Education, Others)
    • 5.2.3. By End-User (Enterprise based, Consumer based)
    • 5.2.4. By Region
    • 5.2.5. By Company (2024)
  • 5.3. Market Map

6. North America Healthcare Gamification Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Game Type
    • 6.2.2. By Application
    • 6.2.3. By End-User
    • 6.2.4. By Country
  • 6.3. North America: Country Analysis
    • 6.3.1. United States Healthcare Gamification Market Outlook
      • 6.3.1.1. Market Size & Forecast
        • 6.3.1.1.1. By Value
      • 6.3.1.2. Market Share & Forecast
        • 6.3.1.2.1. By Game Type
        • 6.3.1.2.2. By Application
        • 6.3.1.2.3. By End-User
    • 6.3.2. Canada Healthcare Gamification Market Outlook
      • 6.3.2.1. Market Size & Forecast
        • 6.3.2.1.1. By Value
      • 6.3.2.2. Market Share & Forecast
        • 6.3.2.2.1. By Game Type
        • 6.3.2.2.2. By Application
        • 6.3.2.2.3. By End-User
    • 6.3.3. Mexico Healthcare Gamification Market Outlook
      • 6.3.3.1. Market Size & Forecast
        • 6.3.3.1.1. By Value
      • 6.3.3.2. Market Share & Forecast
        • 6.3.3.2.1. By Game Type
        • 6.3.3.2.2. By Application
        • 6.3.3.2.3. By End-User

7. Europe Healthcare Gamification Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Game Type
    • 7.2.2. By Application
    • 7.2.3. By End-User
    • 7.2.4. By Country
  • 7.3. Europe: Country Analysis
    • 7.3.1. Germany Healthcare Gamification Market Outlook
      • 7.3.1.1. Market Size & Forecast
        • 7.3.1.1.1. By Value
      • 7.3.1.2. Market Share & Forecast
        • 7.3.1.2.1. By Game Type
        • 7.3.1.2.2. By Application
        • 7.3.1.2.3. By End-User
    • 7.3.2. France Healthcare Gamification Market Outlook
      • 7.3.2.1. Market Size & Forecast
        • 7.3.2.1.1. By Value
      • 7.3.2.2. Market Share & Forecast
        • 7.3.2.2.1. By Game Type
        • 7.3.2.2.2. By Application
        • 7.3.2.2.3. By End-User
    • 7.3.3. United Kingdom Healthcare Gamification Market Outlook
      • 7.3.3.1. Market Size & Forecast
        • 7.3.3.1.1. By Value
      • 7.3.3.2. Market Share & Forecast
        • 7.3.3.2.1. By Game Type
        • 7.3.3.2.2. By Application
        • 7.3.3.2.3. By End-User
    • 7.3.4. Italy Healthcare Gamification Market Outlook
      • 7.3.4.1. Market Size & Forecast
        • 7.3.4.1.1. By Value
      • 7.3.4.2. Market Share & Forecast
        • 7.3.4.2.1. By Game Type
        • 7.3.4.2.2. By Application
        • 7.3.4.2.3. By End-User
    • 7.3.5. Spain Healthcare Gamification Market Outlook
      • 7.3.5.1. Market Size & Forecast
        • 7.3.5.1.1. By Value
      • 7.3.5.2. Market Share & Forecast
        • 7.3.5.2.1. By Game Type
        • 7.3.5.2.2. By Application
        • 7.3.5.2.3. By End-User

8. Asia Pacific Healthcare Gamification Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Game Type
    • 8.2.2. By Application
    • 8.2.3. By End-User
    • 8.2.4. By Country
  • 8.3. Asia Pacific: Country Analysis
    • 8.3.1. China Healthcare Gamification Market Outlook
      • 8.3.1.1. Market Size & Forecast
        • 8.3.1.1.1. By Value
      • 8.3.1.2. Market Share & Forecast
        • 8.3.1.2.1. By Game Type
        • 8.3.1.2.2. By Application
        • 8.3.1.2.3. By End-User
    • 8.3.2. India Healthcare Gamification Market Outlook
      • 8.3.2.1. Market Size & Forecast
        • 8.3.2.1.1. By Value
      • 8.3.2.2. Market Share & Forecast
        • 8.3.2.2.1. By Game Type
        • 8.3.2.2.2. By Application
        • 8.3.2.2.3. By End-User
    • 8.3.3. Japan Healthcare Gamification Market Outlook
      • 8.3.3.1. Market Size & Forecast
        • 8.3.3.1.1. By Value
      • 8.3.3.2. Market Share & Forecast
        • 8.3.3.2.1. By Game Type
        • 8.3.3.2.2. By Application
        • 8.3.3.2.3. By End-User
    • 8.3.4. South Korea Healthcare Gamification Market Outlook
      • 8.3.4.1. Market Size & Forecast
        • 8.3.4.1.1. By Value
      • 8.3.4.2. Market Share & Forecast
        • 8.3.4.2.1. By Game Type
        • 8.3.4.2.2. By Application
        • 8.3.4.2.3. By End-User
    • 8.3.5. Australia Healthcare Gamification Market Outlook
      • 8.3.5.1. Market Size & Forecast
        • 8.3.5.1.1. By Value
      • 8.3.5.2. Market Share & Forecast
        • 8.3.5.2.1. By Game Type
        • 8.3.5.2.2. By Application
        • 8.3.5.2.3. By End-User

9. Middle East & Africa Healthcare Gamification Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Game Type
    • 9.2.2. By Application
    • 9.2.3. By End-User
    • 9.2.4. By Country
  • 9.3. Middle East & Africa: Country Analysis
    • 9.3.1. Saudi Arabia Healthcare Gamification Market Outlook
      • 9.3.1.1. Market Size & Forecast
        • 9.3.1.1.1. By Value
      • 9.3.1.2. Market Share & Forecast
        • 9.3.1.2.1. By Game Type
        • 9.3.1.2.2. By Application
        • 9.3.1.2.3. By End-User
    • 9.3.2. UAE Healthcare Gamification Market Outlook
      • 9.3.2.1. Market Size & Forecast
        • 9.3.2.1.1. By Value
      • 9.3.2.2. Market Share & Forecast
        • 9.3.2.2.1. By Game Type
        • 9.3.2.2.2. By Application
        • 9.3.2.2.3. By End-User
    • 9.3.3. South Africa Healthcare Gamification Market Outlook
      • 9.3.3.1. Market Size & Forecast
        • 9.3.3.1.1. By Value
      • 9.3.3.2. Market Share & Forecast
        • 9.3.3.2.1. By Game Type
        • 9.3.3.2.2. By Application
        • 9.3.3.2.3. By End-User

10. South America Healthcare Gamification Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Game Type
    • 10.2.2. By Application
    • 10.2.3. By End-User
    • 10.2.4. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil Healthcare Gamification Market Outlook
      • 10.3.1.1. Market Size & Forecast
        • 10.3.1.1.1. By Value
      • 10.3.1.2. Market Share & Forecast
        • 10.3.1.2.1. By Game Type
        • 10.3.1.2.2. By Application
        • 10.3.1.2.3. By End-User
    • 10.3.2. Colombia Healthcare Gamification Market Outlook
      • 10.3.2.1. Market Size & Forecast
        • 10.3.2.1.1. By Value
      • 10.3.2.2. Market Share & Forecast
        • 10.3.2.2.1. By Game Type
        • 10.3.2.2.2. By Application
        • 10.3.2.2.3. By End-User
    • 10.3.3. Argentina Healthcare Gamification Market Outlook
      • 10.3.3.1. Market Size & Forecast
        • 10.3.3.1.1. By Value
      • 10.3.3.2. Market Share & Forecast
        • 10.3.3.2.1. By Game Type
        • 10.3.3.2.2. By Application
        • 10.3.3.2.3. By End-User

11. Market Dynamics

  • 11.1. Drivers
  • 11.2. Challenges

12. Market Trends & Developments

  • 12.1. Merger & Acquisition (If Any)
  • 12.2. Product Launches (If Any)
  • 12.3. Recent Developments

13. Global Healthcare Gamification Market: SWOT Analysis

14. Porter's Five Forces Analysis

  • 14.1. Competition in the Industry
  • 14.2. Potential of New Entrants
  • 14.3. Power of Suppliers
  • 14.4. Power of Customers
  • 14.5. Threat of Substitute Products

15. Competitive Landscape

  • 15.1. Akili, Inc.
    • 15.1.1. Business Overview
    • 15.1.2. Products & Services
    • 15.1.3. Recent Developments
    • 15.1.4. Key Personnel
    • 15.1.5. SWOT Analysis
  • 15.2. Evolv Rehabilitation Technologies S.L.
  • 15.3. BrainLab AG
  • 15.4. CogniFit Inc.
  • 15.5. Fitbit International Limited
  • 15.6. Google LLC
  • 15.7. Ayogo Health Inc.
  • 15.8. Microsoft Corporation

16. Strategic Recommendations

17. About Us & Disclaimer